Monday, May 13, 2013

Smuggling in Cydoria

A question was recently asked on the Cydoria Mailing List about handling smuggling and hidden compartments, so I adapted the forgery rules to cover customs inspections.


Customs Inspections

Inevitably, a smuggler will be put to the test by the authorities. Game­masters should use the following procedure to adjudicate customs inspections:

 

Step 1 - Papers please. What is your cargo?

Most inspections are cursory. Thorough inspections are only performed if the inspector has reason to suspect smuggling. Any inspector must make an opposed Insight skill check against the smuggler’s Etiquette, Fast Talk, or Persuasion skill.
  • FUMBLE: The inspector doesn’t even look at the aero-ship.
  • FAILURE: The inspector makes and cursory inspection and clears the aero-ship.
  • SUCCESS: The inspector has detected something about the character’s demeanor that warrants closer examina­tion.
  • SPECIAL: The inspector distrusts the character on sight. Any attempt made by the character to avoid clos­er examination by using Fast Talk suffers a penalty of -15%.
The cursory inspection should be modified by conditions. Is there a long line? Has it been a long day? Is the location un­der increased security?
1: Heavy Security: +20% to the inspector’s Insight
2: Increased Security: +05% to the inspector’s Insight
3-7: Standard Security: +0% to the inspector’s Insight
9: Light Security: -10% to the inspector’s Insight*
10: Lax Security: -30% to the inspector’s Insight*
*The inspector may be open to receive a bribe.

 

Step 2 - Do you expect me to believe that story?

A character may attempt to avoid a full inspection with a successful Fast Talk or Persuasion skill check.
  • FUMBLE: The character has messed up and said some­thing wrong. The inspector has increased cause for ex­amination and receives +15% to the Spot check in step 3.
  • FAILURE: The story has no effect, the inspector pro­ceeds with the examination.
  • SUCCESS: The inspector accepts the character’s story but performs the thorough inspection anyway, receiving a -15% penalty the Spot check in step 3..
  • SPECIAL: The inspector believes the character’s story, cancels the thorough inspection, apologizes for the inconvenience, and clears the aero-ship.

 

Step 3 - This ship is detained pending a full inspection. I want this ship torn apart!

The inspector orders a full inspection of the aero-ship, examining every nook and cranny, pulling panels off to look for voids or hidden compartments, etc. The full inspection takes 2D4 hours. The inspec­tor makes an opposed Spot skill check, modified by the current security level above.
  • FUMBLE: The inspector finds no hidden items and apologizes to the character for the inconvenience.
  • FALURE: The inspector finds no hidden items but still considers the character suspicious. He adds the aero-ship to a customs watch list and disseminates it throughout the Empire.
  • SUCCESS: The inspector has found evidence of hidden items (d100% of total hidden items are found, the rest remains hidden), if any. If the items are illegal, the inspector will order the arrest the captain and crew. Pun­ishment will be carried out within 1-4 days.
  • SPECIAL: The inspector has found 100% of any hidden items. If the items are illegal, the inspector will order the arrest of the captain and crew. Pun­ishment will be carried out within 1-4 days.
Heavy Security: +20% to the inspector’s Spot
Increased Security: +05% to the inspector’s Spot
Standard Security: +0% to the inspector’s Spot
Light Security: -10% to the inspector’s Spot
Lax Security: -30% to the inspector’s Spot*
*The inspector may still be open to receive a bribe, even after finding hidden items.
If the gamemaster really wants to get detailed, you can make the Spot check an opposed roll between the inspector and the "skill" of the hidden compartment. The "skill" of the compartment is based on the price of the compartment.
  • Cheap 5%
  • Inexpensive 25%
  • Average 50%
  • Expensive 75%
  • Priceless 90%
  • Restricted 100%

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